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More Farscape Races
Nebari (Macro-Species)
The lithe, white-skinned Nebari are dead serious about conformity and obedience. Those who resist the rule of the "greater good” - be they of the Nebari or of another race - are subjected to mental cleansing procedures, or are killed outright.
Shared Species Talents
+2 Dexterity, -2 Wisdom. The Nebari are quick and agile, but their narrow-minded focus has begun to stick.
+1 species bonus to all skills based on Dexterity. This bonus increases by 1 at 5th level and every 5 levels thereafter.
+2 species bonus to Reflex saves.
Rogue Nebari
"Nebari mental cleansing doesn't get the tough stains out."
- Chiana, Farscape, "Durka Returns"
+ 2 to an ability of the player's choice, -2 to an ability of the player's choice. Rogues are still Nebari by blood, and were generally raised by Establishment rules. At some point, however, they began to break away from the collective will of their people and establish their own identity.
Scarran (Macro-Species)
[Aeryn runs into Scarran representative Cargn in a hall.]
Cargn: I don't believe I've had the pleasure.
Aeryn: Yes, I've heard that about Scarrans.
- Farscape, "Look at the Princess (1): A Kiss Is But a Kiss"
The Scarrans have bulky upper bodies with heads that have dinosaur features. They are every bit as brutal as they look, taking slaves and resources for their own uses and killing whenever they see fit. During their skirmishes with the Peacekeepers the Scarrans have proven themselves formidable foes, both savage and technologically advanced.
Shared Species Talents
+2 Strength, -2 Dexterity, -2 Charisma. The Scarrans are very strong in body but ungainly in their composition.
The character may not wear armor but gains 2 points of damage reduction due to their thick skin. This bonus cumulatively increases by 2 points every 2 levels.
-2 to all rolls in temperatures below 70 degrees Fahrenheit. Below 50 degrees Fahrenheit, the character suffers -4 to all rolls (not cumulative).
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may choose Heat Wave.
Disfavored
The Mirusian Plague warped the genetic code of many Scarrans, resulting in the births of mutated offspring that are called the Disfavored. These mutants are unpredictable in their powers and are distrusted by the Scarrans at large. Some of the Disfavored use their powers to improve their situation, but they are never able to advance very far. In any case, all Disfavored are denied the right to breed.
Mutation: Roll percentile dice. On a result of 50% or above, the Disfavored gains +2 to one ability score of the player's choice. A roll below 50% indicates that the Disfavored gains no extra bonuses. A roll of 5% or below indicates that the Disfavored suffers an additional -2 penalty to one ability score of the player's choice.
Potentially Psionic: Roll percentile dice. On a result of 50% or above, the Disfavored gains 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class. A roll below 50% indicates that the Disfavored does not gain racial psionic points. A roll of 5% or below indicates that the Disfavored may not manifest powers even through a psionic class.
Pure Sebacean (Macro-Species)
Pure Sebaceans are very proud of their undiluted ancestry and are accordingly taught that other races are inferior, dangerous, and distasteful. Most pure Sebaceans are involved in the Peacekeeper regime in one way or another - and like to pretend that countless Sebacean offshoot races don't exist.
Shared Species Talents
+2 to an ability score of the player's choice. Sebaceans are very versatile in their abilities.
+1 additional skill point per level.
Heat Vulnerability: A pure Sebacean suffers 1 point of subdual damage per turn in temperatures over 130 degrees Fahrenheit. This damage will not heal until the temperature drops to 86 degrees Fahrenheit or below. Once a character falls unconscious through heat damage, they take 1 point of damage per round until death or the stated decrease in temperature.
Pure Sebacean Peacekeeper Soldier
"Something's not right. Aeryn doesn't even shower without a pulse pistol."
- Chiana, Farscape, "A Clockwork Nebari"
+2 Strength (if it was not raised for the macro-species benefit)
+2 species bonus to any 2 of the following skills: Balance, Climb, Computers, Demolitions, Intimidate, Jump, Search, Pilot, and/or Survival.
Bonus Feat: Any basic combat feat for which the character qualifies.
Pure Sebacean Peacekeeper Tech
+2 to Intelligence (if it was not raised for the macro-species benefit)
+2 species bonus to any 2 of the following skills: Computers, Concentration, Cryptography, Electronics, Knowledge (taken separately), Mechanics, and/or Surveillance.
Bonus Feat: Any basic skill feat for which the character qualifies.
Pure Sebacean Spy
+2 to Intelligence, Wisdom, or Charisma so long as it was not raised for the macro-species benefit
+2 species bonus to any 2 of the following skills: Bluff, Diplomacy, Disguise, Gather Information, Hide, Innuendo, Listen, Move Silently, and/or Search.
Bonus Feat: Any covert feat for which the character qualifies.
Sheyang (Macro-Species)
The Sheyangs are reptilian opportunists, scavenging what they can from spacecraft until they have to flee from a superior foe. Although they can breathe gouts of flame, they lack the technological initiative to make their own empire. Instead, Sheyangs continue to travel in tribal groups and steal what advantages they can.
Shared Species Talents
+2 Constitution, -2 Charisma. The Sheyangs are a hardy but pushy lot, until it is time to run away.
-2 species penalty to Spot beyond 15 feet.
+2 species bonus on Fortitude saves.
The character may not wear armor but gains a +2 species bonus to Defense due to a sheyang's thick skin. This bonus increases by 2 every 4 character levels.
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may choose Flaming Bile.
Tavlek (Macro-Species)
The Tavleks discovered the Gauntlet, a device that delivers a powerful stimulant, 180 cycles ago. Ever since, they have been even more aggressive and far more effective as combatants. They often bear the signs of their advanced bloodlust in the form of scars, which also reveal their relative lack of medical care.
Shared Species Talents
-4 Charisma, +2 Strength. Given the effects of the Gauntlet, the Tavleks are known for their irritability. They are also marked by scars due to poor medical care. At the same time, the Tavleks have acquired greater physical prowess through use of the Gauntlet.
+4 species bonus to Spot checks.
Darkvision
+2 species bonus to Fortitude saves versus drugs and herbs that cause drowsiness.
Bonus Feat: Choose 1 from the following feats: Armor Proficiency (Light), Armor Proficiency (Medium), Weapon Group Proficiency Melee, or Weapon Focus.
Traskan (Macro-Species)
Bobby: Are you in some kind of cult, like a witch or something?
Noranti: Not at the moment.
- Farscape, "A Constellation of Doubt"
Traskans diverge from a Sebacean appearance in several key ways: their skin is tinged green, their ears are large, and they have a third eye in the middle of their foreheads. This sensitive noetic eye perceives only supernatural information but is very delicate, so it is often kept closed. Perhaps due to this eye, the Traskans are a very spiritual people with many extraordinary abilities.
Shared Species Talents
+2 Wisdom, -2 Strength
+2 species bonus to Appraise checks to identify substances by taste. This bonus only counts when the Traskan is able to taste the substance in question.
+3 species bonus to Craft (Alchemy) checks at 1st level. This bonus increases by +1 at 4th level and every 4 levels thereafter. Traskans train for many years in herbal remedies for psychic and physical disorders.
Naturally Psionic: Traskans gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
Psionic Favored Class: Traskans are almost always psions who specialize in Clairsentience or Telepathy.
Species Feats: The character may choose from level based feats from the species feat tree. Namely, they may choose Noetic Eye Control.
Vorcarian (Macro-Species)
Vorcarians descend from wolf-like creatures and retain some canine aspects. They are renowned hunters due to their excellent eyesight and sense of smell and continue to be carnivorous. They also travel in packs on their home world. All the same, they have learned how to work firearms and often find work as bounty hunters.
Shared Species Talents
+2 Dexterity, -2 Intelligence. The Vorcarians are quite agile but tend to be simple creatures by design.
Low light vision
+4 species bonus to Spot, +4 racial bonus to Search through smell, +2 racial bonus to Listen.
Bonus Feats: Any terrain feat for which the character qualifies.
Zenetan (Macro-Species)
Most Zenetans are mangy in appearance and not much better off in manners. They resemble male Sebaceans for the most part, but their race is androgynous. They are known as pirates and use an invisible mesh called the Flax to capture ships.
Shared Species Talents
+2 Dexterity, -2 Charisma
+1 skill point per level.
+2 species bonus on any Bluff, Diplomacy, or Disguise check to present themselves as any gender, even to members of their own race.
Bonus Feat: Any basic skill feat for which the character qualifies.